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authorCampbell Barton <ideasman42@gmail.com>2019-02-27 04:02:02 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-02-27 04:26:49 +0300
commit1079742db92576d79ec89a28d95336aff847a82a (patch)
tree2e440e498c20d3205c2a64eedf4f84bf57abcb84 /source/blender/draw/engines/eevee/eevee_lights.c
parent918941483f7ec5fc6320d345c755e953b963c710 (diff)
Cleanup: rename lamp -> light
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lights.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c68
1 files changed, 34 insertions, 34 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index 34a653c8f9c..f4fe088157e 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -113,8 +113,8 @@ void EEVEE_lights_init(EEVEE_ViewLayerData *sldata)
datatoc_shadow_vert_glsl, NULL, datatoc_shadow_frag_glsl, NULL);
}
- if (!sldata->lamps) {
- sldata->lamps = MEM_callocN(sizeof(EEVEE_LampsInfo), "EEVEE_LampsInfo");
+ if (!sldata->lights) {
+ sldata->lights = MEM_callocN(sizeof(EEVEE_LightsInfo), "EEVEE_LightsInfo");
sldata->light_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_Light) * MAX_LIGHT, NULL);
sldata->shadow_ubo = DRW_uniformbuffer_create(shadow_ubo_size, NULL);
sldata->shadow_render_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_ShadowRender), NULL);
@@ -126,20 +126,20 @@ void EEVEE_lights_init(EEVEE_ViewLayerData *sldata)
sldata->shcasters_buffers[i].count = 0;
}
- sldata->lamps->shcaster_frontbuffer = &sldata->shcasters_buffers[0];
- sldata->lamps->shcaster_backbuffer = &sldata->shcasters_buffers[1];
+ sldata->lights->shcaster_frontbuffer = &sldata->shcasters_buffers[0];
+ sldata->lights->shcaster_backbuffer = &sldata->shcasters_buffers[1];
}
/* Flip buffers */
- SWAP(EEVEE_ShadowCasterBuffer *, sldata->lamps->shcaster_frontbuffer, sldata->lamps->shcaster_backbuffer);
+ SWAP(EEVEE_ShadowCasterBuffer *, sldata->lights->shcaster_frontbuffer, sldata->lights->shcaster_backbuffer);
const int sh_method = scene_eval->eevee.shadow_method;
int sh_cube_size = scene_eval->eevee.shadow_cube_size;
int sh_cascade_size = scene_eval->eevee.shadow_cascade_size;
const bool sh_high_bitdepth = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_HIGH_BITDEPTH) != 0;
- sldata->lamps->soft_shadows = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_SOFT) != 0;
+ sldata->lights->soft_shadows = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_SOFT) != 0;
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
if ((linfo->shadow_cube_size != sh_cube_size) ||
(linfo->shadow_method != sh_method) ||
(linfo->shadow_high_bitdepth != sh_high_bitdepth))
@@ -242,7 +242,7 @@ static DRWPass *eevee_lights_cube_store_pass_get(EEVEE_PassList *psl, EEVEE_View
bool high_blur = shadow_samples_len > 16;
DRWPass **pass = (high_blur) ? &psl->shadow_cube_store_pass : &psl->shadow_cube_store_high_pass;
if (*pass == NULL) {
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
*pass = DRW_pass_create("Shadow Cube Storage Pass", DRW_STATE_WRITE_COLOR);
GPUShader *shader = eevee_lights_get_store_sh(shadow_method, high_blur, false);
DRWShadingGroup *grp = DRW_shgroup_create(shader, *pass);
@@ -259,7 +259,7 @@ static DRWPass *eevee_lights_cascade_store_pass_get(EEVEE_PassList *psl, EEVEE_V
bool high_blur = shadow_samples_len > 16;
DRWPass **pass = (high_blur) ? &psl->shadow_cascade_store_pass : &psl->shadow_cascade_store_high_pass;
if (*pass == NULL) {
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
*pass = DRW_pass_create("Shadow Cascade Storage Pass", DRW_STATE_WRITE_COLOR);
GPUShader *shader = eevee_lights_get_store_sh(shadow_method, high_blur, true);
DRWShadingGroup *grp = DRW_shgroup_create(shader, *pass);
@@ -274,7 +274,7 @@ static DRWPass *eevee_lights_cascade_store_pass_get(EEVEE_PassList *psl, EEVEE_V
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_PassList *psl = vedata->psl;
@@ -332,12 +332,12 @@ void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
{
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
const DRWContextState *draw_ctx = DRW_context_state_get();
const float threshold = draw_ctx->scene->eevee.light_threshold;
- /* Step 1 find all lamps in the scene and setup them */
+ /* Step 1 find all lights in the scene and setup them */
if (linfo->num_light >= MAX_LIGHT) {
printf("Too many lights in the scene !!!\n");
}
@@ -346,13 +346,13 @@ void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
EEVEE_Light *evli = linfo->light_data + linfo->num_light;
eevee_light_setup(ob, evli);
- /* We do not support shadowmaps for dupli lamps. */
+ /* We do not support shadowmaps for dupli lights. */
if ((ob->base_flag & BASE_FROM_DUPLI) != 0) {
linfo->num_light++;
return;
}
- EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
+ EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob);
/* Save previous shadow id. */
int prev_cube_sh_id = led->prev_cube_shadow_id;
@@ -396,7 +396,7 @@ void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
}
led->prev_cube_shadow_id = linfo->cpu_cube_len;
- /* Saving lamp bounds for later. */
+ /* Saving light bounds for later. */
BLI_assert(linfo->cpu_cube_len >= 0 && linfo->cpu_cube_len < MAX_LIGHT);
copy_v3_v3(linfo->shadow_bounds[linfo->cpu_cube_len].center, ob->obmat[3]);
linfo->shadow_bounds[linfo->cpu_cube_len].radius = light_attenuation_radius_get(la, threshold);
@@ -457,7 +457,7 @@ void EEVEE_lights_cache_shcaster_material_add(
DRW_shgroup_call_object_add(grp, geom, ob);
}
-/* Make that object update shadow casting lamps inside its influence bounding box. */
+/* Make that object update shadow casting lights inside its influence bounding box. */
void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object *ob)
{
if ((ob->base_flag & BASE_FROM_DUPLI) != 0) {
@@ -466,7 +466,7 @@ void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object
}
EEVEE_ObjectEngineData *oedata = EEVEE_object_data_ensure(ob);
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
EEVEE_ShadowCasterBuffer *backbuffer = linfo->shcaster_backbuffer;
EEVEE_ShadowCasterBuffer *frontbuffer = linfo->shcaster_frontbuffer;
int past_id = oedata->shadow_caster_id;
@@ -521,7 +521,7 @@ void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object
void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
eGPUTextureFormat shadow_pool_format = GPU_R32F;
sldata->common_data.la_num_light = linfo->num_light;
@@ -587,7 +587,7 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
GPU_ATTACHMENT_TEXTURE(sldata->shadow_cascade_pool)
});
- /* Update Lamps UBOs. */
+ /* Update Lights UBOs. */
EEVEE_lights_update(sldata, vedata);
}
@@ -659,7 +659,7 @@ static float light_shape_power_get(const Light *la, const EEVEE_Light *evli)
return power;
}
-/* Update buffer with lamp data */
+/* Update buffer with light data */
static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
{
Light *la = (Light *)ob->data;
@@ -696,9 +696,9 @@ static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
light_shape_parameters_set(evli, la, scale);
/* Light Type */
- evli->lamptype = (float)la->type;
+ evli->light_type = (float)la->type;
if ((la->type == LA_AREA) && ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
- evli->lamptype = LAMPTYPE_AREA_ELLIPSE;
+ evli->light_type = LAMPTYPE_AREA_ELLIPSE;
}
power = light_shape_power_get(la, evli);
@@ -809,7 +809,7 @@ static void shadow_cube_random_position_set(
add_v3_v3(ws_sample_pos, jitter);
}
-static void eevee_shadow_cube_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led, int sample_ofs)
+static void eevee_shadow_cube_setup(Object *ob, EEVEE_LightsInfo *linfo, EEVEE_LightEngineData *led, int sample_ofs)
{
EEVEE_ShadowCubeData *sh_data = &led->data.scd;
EEVEE_Light *evli = linfo->light_data + sh_data->light_id;
@@ -909,7 +909,7 @@ static void frustum_min_bounding_sphere(const float corners[8][3], float r_cente
}
static void eevee_shadow_cascade_setup(
- Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led,
+ Object *ob, EEVEE_LightsInfo *linfo, EEVEE_LightEngineData *led,
DRWMatrixState *saved_mats, float view_near, float view_far, int sample_ofs)
{
Light *la = (Light *)ob->data;
@@ -919,7 +919,7 @@ static void eevee_shadow_cascade_setup(
float (*vp_projmat)[4] = saved_mats->mat[DRW_MAT_WIN];
bool is_persp = DRW_viewport_is_persp_get();
- /* Lamps Matrices */
+ /* Lights Matrices */
int cascade_nbr = la->cascade_count;
EEVEE_ShadowCascadeData *sh_data = &led->data.scad;
@@ -1139,7 +1139,7 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
Object *ob;
int i;
char *flag;
@@ -1155,7 +1155,7 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
else {
/* Search for deleted shadow casters and if shcaster WAS in shadow radius. */
- /* No need to run this if we already update all lamps. */
+ /* No need to run this if we already update all lights. */
EEVEE_LightBits past_bits = {{0}};
EEVEE_LightBits curr_bits = {{0}};
shcaster = backbuffer->shadow_casters;
@@ -1163,7 +1163,7 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
for (i = 0; i < backbuffer->count; ++i, ++flag, ++shcaster) {
/* If the shadowcaster has been deleted or updated. */
if (*flag != 0) {
- /* Add the lamps that were intersecting with its BBox. */
+ /* Add the lights that were intersecting with its BBox. */
lightbits_or(&past_bits, &shcaster->bits);
}
}
@@ -1192,7 +1192,7 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
/* Setup shadow cube in UBO and tag for update if necessary. */
for (i = 0; (i < MAX_SHADOW_CUBE) && (ob = linfo->shadow_cube_ref[i]); i++) {
- EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
+ EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob);
eevee_shadow_cube_setup(ob, linfo, led, effects->taa_current_sample - 1);
if (lightbits_get(&update_bits, i) != 0 || linfo->soft_shadows) {
@@ -1209,13 +1209,13 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
}
-/* this refresh lamps shadow buffers */
+/* this refresh lights shadow buffers */
void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
- EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_LightsInfo *linfo = sldata->lights;
const DRWContextState *draw_ctx = DRW_context_state_get();
const float light_threshold = draw_ctx->scene->eevee.light_threshold;
Object *ob;
@@ -1240,7 +1240,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
bool cascade_visible[MAX_SHADOW_CASCADE];
for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
- EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob);
+ EEVEE_LightEngineData *led = EEVEE_light_data_get(ob);
EEVEE_ShadowCascadeData *sh_data = &led->data.scad;
float plane[4];
normalize_m4_m4(sh_data->viewmat, ob->obmat);
@@ -1258,7 +1258,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_stats_group_start("Cube Shadow Maps");
/* Render each shadow to one layer of the array */
for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) {
- EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
+ EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob);
Light *la = (Light *)ob->data;
if (!led->need_update || !cube_visible[i]) {
@@ -1371,7 +1371,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
continue;
}
- EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
+ EEVEE_LightEngineData *led = EEVEE_light_data_ensure(ob);
Light *la = (Light *)ob->data;
EEVEE_ShadowCascadeData *evscd = &led->data.scad;